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562 Chapter 20: Managing Scenes and Projects
Lock ed W idth and Height—
When tur ned on, the
Width and Height values are always equal.
Taper—Applies a taper to the bone objects
imported to 3ds Max
Reset—Resets any changes, assigning the default
values to the controls in the dialog.
OK —Savesanychangesandclosesthedialog.
Ex por ting FB X Files
File menu > Export > Kaydara FiLMBOX (*.FBX)
FBX is the Kaydara FiLMBO X file format. Kaydara
FiLMBOX is a system used for the creation,
editing, and blending of motion capture and
key frame animation. You can export 3ds Max fi les
to this format.
Note: Softimage and Maya also export to the FBX
format, making it a bridge between the three
applications.
Featur e S uppor t with FB X Export
Mesh Geometry
• When exporting mesh g eometry, polygons are
exported as triangles.
• Nor ma ls are not exported by default; they are
computed automatically in FiLMBOX.
•AllmappingtypesareexportedasaUVWMap.
Animated Meshes
While most of the 3ds Max modifiers successfully
export static models to the Filmbox format, only
the following three modifiers support mesh/vertex
animation: Physique, Skin, and Morph.
Common animation modifiers (Bend, Noise,
Wave, FFD, Displace, and so on) will not export
animation information: to see animated meshes
in Filmbox, you must use Morph targets or
Skin/Physique and Bones/Biped.
NURBS
•ExportingNURBStoFBXcreatesdifferent
NURBS nodes for NURBS components.
Note: NURBS geometr y w ith several
components (trims, caps, and so on) are
exported as a hierarchy of nodes named
after the 3ds Max NURBS node using their
comp onent name as a suffix.
• Export of morphing is supported, but the
NURBS morph primitives must still exist at the
time of export.
Note: If any primitives are missing from the
morph channel when expor ting, a dialog
appears to warn you.
Textures
•AllmappingtypesareexportedasaUVMap.
• Only the Diffuse channel of a m aterial is
exported.
Patches
Patches are con v erted to triangle meshes.
Bones
• To export bones correctly, you must reset the
scaling of every bone, or they will be scaled in a
non-uniform way within FiLMBOX.
• FiLMBOX does not support negative scaling on
geometry or bones objects.
See also
Building a Character to Export to FBX (page
3–564)